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CREATING A KINGDOM

'OLARIONS.EWEST+INGDOM

A major part of the Kingmaker Adventure Path is the


PCs creation of a kingdom and the cities within
its borders. This article presents rules for creating
kingdoms and cities. Like characters, kingdoms use
sheets to track their statistics. See page 59 for a blank
kingdom sheet. Use the following notes to ll in a
kingdoms initial values.
Alignment: A kingdoms alignment aects its
statistics, so choose your kingdoms alignment carefully.
Lawful kingdoms gain a +2 bonus on Economy checks.
Chaotic kingdoms gain a +2 bonus on Loyalty checks.
Good kingdoms gain a +2 bonus on Loyalty checks. Evil
kingdoms gain a +2 bonus on Economy checks. Neutral
kingdoms gain a +2 bonus on Stability checks (a truly
neutral kingdom gains this bonus twice).
Size: Count the number of hexes your kingdom
comprises and record that number here. This number
aects a kingdoms Consumption and its Control DC.
Control DC: A kingdoms Control DC is 20 + its size; this
value is the DC youll be rolling against most often with
your kingdoms Stability, Economy, and Loyalty checks.
Population: Actual population numbers do not factor
into your kingdoms statistics, but it can be fun to track
the number anyway. A kingdoms population is equal to its
size 250 + the total population of each of its cities.
Stability, Economy, and Loyalty: These three values
are analogous to saving throws. You make Stability
checks during a kingdoms Upkeep phase to determine
whether it remains secure. You make Economy checks
during a kingdoms Income phase to determine how
much its treasury increases. You make Loyalty checks to
keep the public peace. A kingdoms initial scores in all
three of these categories is 0 + the kingdoms alignment
modiers. A natural 1 is always a failure for these checks,
and a natural 20 is always a success.
Unrest: A kingdoms Unrest value indicates how
rebellious its people are. A kingdoms Unrest score is
applied as a penalty on all Stability, Economy, and Loyalty
checks. If a kingdoms Unrest is above 10, it begins to lose
control of hexes it has claimed. If a kingdoms Unrest score
ever reaches 20, it falls into anarchy. While in anarchy,
a kingdom can take no action and treats all Stability,
Economy, and Loyalty check results as 0. Restoring order
once a kingdom falls into anarchy typically requires a
number of quests and lengthy adventures by the kingdoms
would-be leadersif your PCs kingdom falls into
anarchy, you can either assume the Kingmaker Adventure
Path is over (as you might if all of the PCs were slain in an
encounter), or you can simply let the PCs restart a new
kingdom elsewhere in the Stolen Lands. Unrest can never
go below 0adjustments that would normally reduce
Unrest lower than 0 are wasted.

One thing that this campaign doesnt assume or provide is a


name for the kingdom the PCs are buildingits name is up
to them. Therefore, in this volume of Pathnder Adventure
Path and the four that follow it, the kingdom is at all times
referred to as the Stolen Lands, regardless of how many
or how few hexes the PCs add to their kingdom.
Note that for this Adventure Path, its assumed that
the PCs kingdom is a monarchy, and thus its rulers
are kings and queens. While one could certainly further
customize and adapt these rules to allow for dierent
types of government, such rules are beyond the scope of
this Adventure Path.

Consumption: A kingdoms prosperity is measured


by the Build Points (abbreviated BP) in its treasury, and
its Consumption indicates how many BP it costs to keep
the kingdom functioning. If a kingdom is unable to pay
its Consumption, its Unrest increases by 2. A kingdoms
Consumption is equal to its size plus the number of city
districts it contains plus adjustments for Edicts minus 2
per farmland.
Treasury: As your kingdom earns money, favors,
resources, and power, its Build Point total increases. In the
Kingmaker Adventure Path, you begin with 50 BP in your
kingdoms treasury (this amount is bestowed upon you by
the swordlords of Restov).
Special Resources: If your kingdom includes any special
resources (see below), record them here.
Leadership: Write in the names of the PCs or NPCs
lling each of the 11 leadership roles here, along with their
appropriate modiers.

EDICTS
Edicts (promotions, taxes, and festivals) increase your
kingdoms Stability, Economy, and Loyalty scores.
Promotions can include recruitments, advertisements, and
even propaganda campaigns. Taxes are payments gathered
from a kingdoms citizens to help pay for Consumption.
Festivals, which can also include parades and other public
events, can increase the kingdoms happiness and loyalty.

SPECIAL RESOURCES
Some hexes do more than just add size to a kingdom
they also add resources and impact a kingdoms Stability,
Economy, Loyalty, and other elements.
Bridge: A bridge hex negates the cost increase of building
a road that crosses a river.
Building: If you establish a city in a hex at a building
location, you can incorporate the building into the city
as a free buildingthe encounter indicates what type of



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LEADERSHIP ROLES

+INGDOM%DICTS
Promotion
Type
None
Token
Standard
Aggressive
Expansionist
Taxation Level
None
Light
Normal
Heavy
Overwhelming
Festivals per Year
None
1
6
12
24

Stability
Bonus
1
+1
+2
+3
+4
Economy Bonus
+0
+1
+2
+3
+4
Loyalty Bonus
1
+1
+2
+3
+4

A healthy kingdom has leaders lling a number of dierent


roles. Each leader grants the kingdom dierent benets;
leaving a role unlled can penalize the kingdom.
In order for a Leadership role to grant its bonus, the
character in that particular role must spend at least 1 week per
month engaged in various leadership duties (during which
time the PCs must be located within a hex that is part of their
kingdom). For this campaign, its best to have the party pick
the same week to dedicate to their administrative duties so
that all of the PCs are all available for adventuring duty
at the same time. A single character can only occupy one
leadership role at a time.

Consumption
Increase

1 BP
2 BP
4 BP
8 BP
Loyalty Penalty
+1
1
2
4
8
Consumption
Increase

1 BP
2 BP
4 BP
8 BP

Ruler
The ruler is the primary leader of the kingdom. Unlike the other
leadership roles, a ruler uses one of three distinct titles, depending
on the current size of the kingdom. For a kingdom of size 120,
its ruler is known as a baron or baroness. For a kingdom of size
2180, its ruler is known as a duke or duchess. A kingdom of size
81 or higher is ruled by a king or queen.
Benet A baron or baroness chooses one of a nations statistics
(Economy, Loyalty, or Stability) and modies that score by
a value equal to the characters Charisma modier. A duke
or duchess chooses two of these values to modify. A king or
queen modies all three values.
Vacancy Penalty A kingdom without a ruler cannot claim new
hexes, create farmlands, build roads, or purchase city districts.
Increase Unrest by 4 during each Upkeep phase in which the
kingdom has no ruler.
Special Two characters can ll this role if they become married, in
which case the two rulers can jointly command the kingdom.
Both rulers apply their Charisma modiers to the kingdoms
Stability, Economy, and Loyalty checks as appropriate for their
rank, and as long as one of the two rulers is present for 1 week
per month, they avoid the vacancy penalty.

building it counts as. See page 58 for a list of building


types.
Cave: Caves can be used as defensive fallback points,
storage, or even guard posts or prisons. A cave hex increases
a kingdoms Stability by 1.
Landmarks: Landmarks are sites of great pride,
mystery, and wonder. They serve well to bolster a
kingdoms morale. A landmark hex increases a kingdoms
Loyalty by 1.
Road: A hex with a road in it allows for much easier
travel. For every four road hexes your kingdom controls,
the kingdoms Economy increases by 1. For every eight road
hexes your kingdom controls, its Stability increases by 1.
Ruins: A ruin can be incorporated into a city as a
buildingdoing so halves the cost of the building, as the
ruin only needs to be repaired rather than having to be
built from the ground up. The encounter indicates what
type of building a repaired ruin counts as. See page 58 for
a list of building types.
Towns: A town consists of an established settlement
claiming a town hex is an excellent way to add a fully
functional city to a kingdom. In order to claim a town hex
peacefully, the annexing kingdom must make a Stability
check (DC = Command DC). Failure indicates that radicals
and upstarts in the town increase your kingdoms Unrest
score by 2d4.
Resources: Resources include particularly valuable
sources of lumber, metal, gems, food, or the like. A resource
hex increases a kingdoms Economy by 1.

Councilor
The councilor ensures that the will of the citizenry is represented.
Benet Increase Loyalty by a value equal to the Councilors
Wisdom or Charisma modier.
Vacancy Penalty Decrease Loyalty by 2; the kingdom cannot
gain benets from festivals. Increase Unrest by 1 during each
Upkeep phase in which the kingdom has no Councilor.

General
The General commands the kingdoms armies and is a public hero.
Benet Increase Stability by a value equal to the Generals
Strength or Charisma modier.
Vacancy Penalty Decrease Stability by 4.

Grand Diplomat
The Grand Diplomat oversees international relations.



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Benet Increase Stability by a value equal to the Grand Diplomats


Intelligence or Charisma modier.
Vacancy Penalty Decrease Stability by 2; the kingdom cannot
issue Promotion Edicts.

Warden
The Warden leads the kingdoms defense and city guards.
Benet Increase Loyalty by a value equal to the Wardens Strength
or Constitution modier.
Vacancy Penalty Reduce Loyalty by 4 and Stability by 2.

High Priest
The high priest guides the kingdoms religious needs and growth.
Benet Increase Stability by a value equal to the High Priests
Wisdom or Charisma modier.
Vacancy Penalty Decrease Stability and Loyalty by 2. Increase
Unrest by 1 during each Upkeep phase in which the kingdom
has no High Priest.

Magister
The Magister guides a kingdoms higher learning and magic.
Benet Increase Economy by a value equal to the Magisters
Intelligence or Charisma modier.
Vacancy Penalty Decrease Economy by 4.

Marshal
The Marshal helps organize patrols and enforces justice in rural
and wilderness regions.
Benet Increase Economy by a value equal to the Marshals
Dexterity or Wisdom modier.
Vacancy Penalty Decrease Economy by 4.

Royal Assassin
The Royal Assassin can serve as a public executioner, a headsman,
or a shadowy assassin.
Benet Increase Loyalty by a value equal to the Royal Assassins
Strength or Dexterity modier. Fear inspired by the Royal
Assassin reduces Unrest by 1 during each Upkeep phase.
Vacancy Penalty A kingdom without a Royal Assassin suers no
vacancy penalty.

Spymaster
The Spymaster observes the kingdoms underworld and criminal
elements and spies on other kingdoms.
Benet Increase Loyalty, Economy, or Stability (Spymasters
choice) by a value equal to the Spymasters Dexterity or
Intelligence modier. The Spymaster can change which value
he modies during the kingdoms Improvement phase (but
only once per phase).
Vacancy Penalty Reduce Economy by 4 because of out-of-control
crime. Increase Unrest by 1 during each Upkeep phase in which
the kingdom has no Spymaster.

Treasurer
The Treasurer organizes tax collection, and manages the treasury.
Benet Increase Economy by a value equal to the Treasurers
Intelligence or Wisdom modier.
Vacancy Penalty Reduce Economy by 4; the kingdom cannot
collect taxes.

BUILDING CITIES
The greatest asset of any kingdom are its cities, for it is
here that the bulk of a kingdoms citizens live, its armies
train, its culture develops, and its future is forged. The
rules presented here are designed to support the rules for
kingdom building presented in the rst portion of this
article and to give players a visual representation of a city
(the city grid) they helped to build up from scratch.

READING THE GRID


The city grid consists of 36 city blocks, each arranged
into nine larger squares. Each block is separated by alleys,
while each square is separated by streets. The nine squares
themselves are in turn bordered by four sideseach side
represents a border to the entire city district. A district
border can represent a city wall, a river, a lake or ocean
shore, a cli, or merely the transition from one city district
into another. For larger cities, you can prepare multiple
districts sharing common borders.
As the PCs build structures and locations, they can place
cut-out representations of their buildings into these city
blocks, eventually creating a visual representation of their
completed city.

PREPARING THE SITE


Once you select a location for your city (which must be in
a hex you have explored and cleared), you must pay to have
the site cleared and prepared to support the citys roads
and buildings. The cost and time required to clear space in
various terrains is detailed on the table on page 59.
Once you nish preparing the site, decide which of the
districts borders are water (in the form of riverbanks,
lakeshores, or seashores) or land. Record these choices at
each border on your city grid. In addition, adding a city
district to a kingdom increases its Consumption by 1.

THE CITY GRID IN PLAY


You can use your city grid to aid in resolving encounters or
adjusting kingdom or city statistics.
Destroyed Blocks: If an event destroys one or more
blocks, the devastation causes +1 Unrest per destroyed
block. The cost to build the replacement structure is
halved if the replacement is the same type of structure as
the one that preceded the destruction.
City Grid Scale: Although combat encounters in a city
should still be played out normally, you might need to
determine how long it takes for someone to travel from



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one location to another in the city in the case of multiple


encounters. In this case, treat each city block as if it were a
750-foot squarethis means that an entire city district is
about 1 square mile in size.

purchase in any city, although these items tend to be


of a somewhat random nature as new items are found
or created and enter the economy. As with base value,
a communitys size does not inuence the number
of magic items above base value that are available for
purchase. Instead, these items become available as
certain buildings (like academies or magic shops) are
added to a city. Whenever such a building is added
to a city, place an X in one of the boxes next to the
appropriate item category to indicate that the city has
gained a slot in that category. During every Upkeep
phase, randomly roll a magic item of the appropriate
category for each empty slot.
After it is generated, a magic item remains on the market
until it is purchased. Alternatively, once per Income phase,
a kingdom can make Economy checks to try to sell items;
once the item is sold, its slot remains empty until the next
Upkeep phase (see page 61).

BASE VALUE
When using these rules to build a settlement, the citys
base value (see Pathnder RPG Core Rulebook, pages 460
461) starts at 200 gp. It increases as you construct certain
buildings, like shops and marketplaces.

BUILDING A CITY
Once youve prepared your city district, you can start to
build. The placement of buildings in your district is left
to you, but two-block and four-block structures cannot be
split up (although they can span streets). When you decide
to place a building, you can use the cut-out icon for the
appropriate type of structure and ax the building where
you wish in your city grid. It takes 1 month to construct a
building, no matter what size the building isits benets
apply immediately.
Population: A citys population is equal to the number
of completed blocks within its districts 250. A city
grid that has all 36 blocks lled with buildings has a
population of 9,000.
Defensive Modier: A citys Defensive Modier can
be increased by building certain structures (such as city
walls) and has an impact on mass combat (see Pathnder
Adventure Path volume #35). Keep track of your citys
Defensive Modier, but until the city is attacked by an
invading army (something scheduled to occur later in the
Kingmaker Adventure Path), this value is not used.
Base Value: The base value associated with a city
built in this manner is tied not to its size but rather to
the number of Economy-based buildings it has. Each
such building, whether its a shop, tavern, or brothel,
increases a citys base value. Any magic item equal to
or lower than this base value in cost is available for
purchase 75% of the timethis check may be made
again every month (as new stock comes and goes). Any
nonmagical item from the equipment chapter in the
Pathnder RPG Core Rulebook is always available if its cost
is lower than the citys base value. Cities with multiple
districts add the individual base values of each district
together to determine the entire citys base value, with
an upper limit of 16,000 gp per city.
At the GMs whim, using construction magic (such as
a lyre of building or spells like fabricate or wall of stone)
can reduce the cost of a buildings BP by 2 (minimum
of 0 BP). This is a one-time reduction, regardless of the
amount of magic used.
Magic Item Availability: A certain number of more
powerful and valuable magic items are available for

BUILDING TYPES
Adding buildings to a city is one of the most ecient ways
to enhance your kingdoms statistics, as each block of
buildings added to a city in your kingdom grants a specic
bonus. Page 62 presents icons for 31 one-block buildings,
eight two-block buildings, and four four-block buildings.
Descriptions of each of these buildings, as well as the
bonuses it provides once its added to a city, are listed below.
The buildings BP cost and any prerequisite buildings that
must be built rst are listed in parentheses after its name.
The buildings benet to the city and kingdom once it is
constructed is listed last in italics. If a building aects
Unrest, it does so only once, when it is rst constructed.
A fair amount of additional residential structures are
common amid most one- and two-block structures.
Academy (52 BP): An institution of higher learning
that can focus on any area of knowledge or education,
including magic. Halves cost of Casters Tower, Library,
and Magic Shop in same city; 3 minor items, 2 medium items;
Economy +2, Loyalty +2.
Alchemist (18 BP; must be adjacent to 1 house): The
laboratory and home of a creator of potions, poisons, and
alchemical items. City base value +1,000 gp; 1 minor item;
Economy +1.
Arena (40 BP): A large public structure for competitions,
demonstrations, team sports, or bloodsports. Halves cost of
Garrison or Theater in same city; halves Consumption increase
penalty for festival edicts; Stability +4; limit one per city.
Barracks (12 BP): A building to house city guards,
militia, and military forces. Defense Modier +2; Unrest 1.
Black Market (50 BP; must be adjacent to 2 houses):
A number of shops with secret and usually illegal or
dangerous wares. City base value +2,000; 2 minor items, 1
medium item, 1 major item; Economy +2, Stability +1; Unrest +1.



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Brewery (6 BP): A building for beermaking, winemaking,


or similar use. Loyalty +1, Stability +1.
Brothel (4 BP; must be adjacent to 1 house): A place to
pay for companionship of any sort. Economy +1, Loyalty +2;
Unrest +1.
Casters Tower (30 BP): The home and laboratory for a
spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.
Castle (54 BP): The home of the citys leader or the heart
of its defenses. Halves cost of Noble Villa or Town Hall in same
city; Economy +2, Loyalty +2, Stability +2; Defense Modier +8;
Unrest 4; limit one per city.
Cathedral (58 BP): The focal point of the citys religion
and spiritual leadership. Halves cost of Temple or Academy
in same city; halves Consumption increase penalty for promotion
edicts; 3 minor items, 2 medium items; Loyalty +4; Unrest 4;
limit one per city.
City Wall (8 BP): City walls do not occupy a city block
rather, purchasing a city wall forties one of a districts
four outer borders. A city wall cannot be built on a water
border. Defense Modier +4; Unrest 2.
Dump (4 BP): A centralized place to dispose of refuse.
Loyalty +1, Stability +1.
Exotic Craftsman (10 BP; must be adjacent to 1 house):
The workshop and home of an exotic craftsman, such as
a creator of magic items, a tinker, a reworks maker, or a
glassblower. 1 minor item; Loyalty +1, Stability +1.

0REPARINGA#ITY$ISTRICT3ITE
Terrain
Cost to Prepare
Time to Prepare
Forest
4 BP
2 months
Grassland
1 BP
Immediate*
2 BP
1 month
Hills
Mountains
12 BP
4 months
Swamp
8 BP
3 months
*Construction of buildings can be started the same month
for grassland cities.

Garrison (28 BP): A large building to house armies, train


guards, and recruit militia. Halves cost of City Wall, Granary,
and Jail in same city; Loyalty +2, Stability +2; Unrest 2.
Granary (12 BP): A place to store grain and food. Loyalty +1,
Stability +1.
Graveyard (4 BP): A plot of land to honor and bury the
dead. Economy +1, Loyalty +1.
Guildhall (34 BP; must be adjacent to 1 house): A large
building that serves as headquarters for a guild or similar
organization. City base value +1,000 gp; halves cost of Pier,
Stable, and Tradesman in same city; Economy +2, Loyalty +2.
Herbalist (10 BP; must be adjacent to 1 house): The
workshop and home of a gardener, healer, poisoner, or
creator of potions. 1 minor item; Loyalty +1, Stability +1.

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Alignment

Edicts

Alignment

BP Consumption

Economy

Loyalty

Festivals per Year


Loyalty

unrest
consumption

BP Consumption

penalty on all checks

BP

Size

Resources

Taxation Level

Leadership

Promotion Level

Events

Stability

Cities

Edicts

treasury
ongoing events

Population

Farms

Other

BP

Leadership Role

Edicts

Unrest

leadership

Vacancies

Bonus

Other

Attribute

Buildings

edicts
+

Control DC

Size

% Bonuses % % Penalties %

Total

economy
loyalty
stability

Campaign

Kingdom Name

Ruler

Economy, Loyalty, Stability

Ruler

Economy, Loyalty, Stability

Councilor

Loyalty

General

Stability

Grand Diplomat

Stability

High Priest

Stability

Magister

Economy

Marshal

Economy

Royal Assassin

Loyalty, -1 Unrest/upkeep

Spymaster

Treasurer

Economy

Warden

Loyalty



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House (3 BP): A number of mid-sized houses for citizens.


Houses serve as prerequisites for many other buildings.
The rst house you build during any Improvement Phase
does not count against the total number of buildings you
can build during the phase. Unrest 1.
Inn (10 BP; must be adjacent to 1 house): A place for
visitors to spend the night. City base value +500 gp; Economy +1,
Loyalty +1.
Jail (14 BP): A fortied structure for housing criminals.
Loyalty +2, Stability +2; Unrest 2.
Library (6 BP): A large building containing books, often
presided over by a sage or other scholar. Economy +1, Loyalty +1.
Luxury Store (28 BP; must be adjacent to 1 house): A
shop that specializes in expensive wares and luxuries. City
base value +2,000 gp; 2 minor items; Economy +1.
Magic Shop (68 BP; must be adjacent to 2 houses): A shop
that specializes in magic items and spells. City base value +2,000
gp; 4 minor items, 2 medium items, 1 major item; Economy +1.
Mansion (10 BP): A single huge manor housing a rich
family and its servants. Stability +1.
Market (48 BP; must be adjacent to 2 houses): An open area
for mercantile pursuits, traveling merchants, and bargain

hunters. City base value +2,000 gp; halves cost of Black Market, Inn,
and Shop in same city; 2 minor items; Economy +2, Stability +2.
Mill (6 BP; must be next to a water border): A building
used to cut lumber or grind grain. Economy +1, Stability +1.
Monument (6 BP): A monument can be a statue of a city
founder, a bell tower, a large tomb, or a public display of
art. Loyalty +3; Unrest 1.
Noble Villa (24 BP): A sprawling manor with luxurious
grounds that houses a noble. Halves cost of Exotic Craftsman,
Luxury Store, and Mansion in same city; Economy +1, Loyalty +1,
Stability +1.
Park (4 BP): A plot of land set aside for its natural beauty.
Loyalty +1; Unrest 1.
Piers (16 BP; must be adjacent to a water border):
Warehouses and workshops for docking ships and
handling cargo and passengers. City base value +1,000 gp; +1
Economy, +1 Stability.
Shop (8 BP; must be adjacent to 1 house): A general store.
City base value +500 gp; Economy +1.
Shrine (8 BP): A small shrine or similar holy site. 1 minor
item; Loyalty +1; Unrest 1.
Smith (6 BP): An armor smith, blacksmith, or weapon
smith. Economy +1, Stability +1.
Stable (10 BP; must be adjacent to 1 house): A structure
for housing or selling horses and other mounts. City base
value +500 gp; Economy +1, Loyalty +1.
Tannery (6 BP; cannot be adjacent to a house): A structure
that prepares hides and leather. Economy +1, Stability +1.
Tavern (12 BP; must be adjacent to 1 house): An eatery or
drinking establishment. City base value +500 gp; Economy +1,
Loyalty +1.
Temple (32 BP): A large place of worship dedicated to a
deity. Halves cost of Graveyard, Monument, and Shrine in same
city; 2 minor items; Loyalty +2, Stability +2; Unrest 2.
Tenement (1 BP): A staggering number of low-rent,
cheap housing units. Tenements count as houses for
the purpose of fullling building requirements, but
building too many tenements can increase
a kingdoms Unrest quickly. You can
build a house over an existing tenement
for 2 BP. Unrest +2.
Theater (24 BP): A venue for providing
entertainment such as plays, operas,
concerts, and the like. Halves cost of Brothel, Park, and
Tavern in same city; Economy +2, Stability +2.
Town Hall (22 BP): A public venue for town meetings
and repository for town records. Halves cost of Barracks,
Dump, and Watchtower in same city; Economy +1, Loyalty +1,
Stability +1.
Tradesman (10 BP; must be adjacent to 1 house): A
shopfront for a tradesman, such as a baker, butcher, candle
maker, cooper, or rope maker. City base value +500 gp; +1
Economy, +1 Stability.

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UPKEEP PHASE

Watchtower (6 BP): A tall structure that serves as a


guard post and landmark. +1 Stability; +2 Defense Modier;
Unrest 1.
Waterfront (90 BP; must be adjacent to a water border):
A port for arrival and departure when traveling by water,
facilities for building ships, and a center of commerce. City
base value +4,000 gp; 3 minor items, 2 medium items, 1 major
item; halves cost of Guildhall and Market in same city, halves
Loyalty penalty for tax edicts; Economy +4; limit one per city.

During a kingdoms Upkeep phase, take the following


actions. If your kingdom currently controls 0 hexes, skip
this phase and proceed to the Improvement phase.
Step 1Determine Kingdom Stability: Make a
Stability check against your Command DC to determine
your kingdoms level of security for the month. If you
make the check, reduce your kingdoms Unrest by 1 (if
your Unrest is at 0, gain 1 BP as a result of surplus goods
and services). If you fail this check by 5 or more, increase
Unrest by 2.
Step 2Pay Consumption: Deduct your kingdoms
Consumption from the kingdoms Treasury BP. If you
arent able to pay for the months Consumption, your
kingdoms BP drops into the negative. Every time you end
an Upkeep phase with negative BP in your Treasury, your
kingdoms Unrest increases by 2.
Step 3Fill Vacant Magic Item Slots: If there are any
vacant magic item slots in any cities, randomly roll new
items to ll these slots.
Step 4Unrest: If the kingdoms Unrest is 11 or higher,
it loses one hex chosen by the kingdoms leaders. Any
improvements in that hex (farmlands and roads) are lost and
must be rebuilt after the hex is reclaimed. Any settlements
in that hex become towns that must be annexed if they are
to be reclaimed into the kingdom (see page 56). Finally, if
the kingdom employs a Royal Assassin, reduce your total
Unrest by 1 at the end of this phase.

GAINING EXPERIENCE
As their kingdom grows, the PCs gain experience points.
Use the following guidelines to determine when and how
much XP should be awarded. These XP awards should only
be awarded the rst time each event occurs.
Founding a kingdom: 2,400 XP
Establishing a capital city: 1,200 XP
Reaching a kingdom size of 5: 1,600 XP
Reaching a kingdom size of 10: 2,400 XP
Reaching a kingdom size of 25: 3,200 XP
Reaching a kingdom size of 50: 4,800 XP
Reaching a kingdom size of 75: 6,400 XP
Reaching a kingdom size of 100: 12,800 XP
Reaching a kingdom size of 150: 25,600 XP
Reaching a kingdom size of 200: 76,800 XP
Filling a square with four blocks of buildings: 1,600 XP
Filling three city squares with buildings: 4,800 XP
Filling an entire city grid with buildings: 12,800 XP

RULING A KINGDOM

IMPROVEMENT PHASE

Like a player characters stat block, a kingdoms stat block


continues to evolve and grow as the kingdom expands,
gathers more resources, purchases upgrades, and suers
defeats and setbacks. As the kingdom grows, the PCs will
need to deal with a host of situations, all of which can
further inuence the kingdoms stat block.
A kingdoms growth occurs during four phases, which
represent a month in total. When the PCs establish a
kingdom, you should pick a day of each month to resolve
that kingdoms growth and fortunesits best to set this
as the last day of each month, so that any accomplishments
the PCs have made during that month can impact that
months growth.
One thing to decide early on is who makes kingdom
rolls. The obvious choice is for the Ruler to roll the dice,
as this adds a feeling of command to that players role.
You can also assign each roll to a specic leaderfor
example, the Treasurer might make Economy checks and
the Warden may wish to make all checks having to do with
events under her command. Ultimately, since a kingdom
is shared by all the players, it doesnt matter who makes
the kingdoms Economy, Loyalty, and Stability checks, but
assigning them can be fun nonetheless.

During a kingdoms Improvement phase, take the following


actions. The number of improvements you can make during
a single phase is limited by your kingdoms size; see the
Improvements per Month table for these limits.
Step 1Select Leadership: Assign leaders to any vacant
leadership roles. Leaders must be PCs or closely allied
NPCs. You can change leaders as often as you want with
no impact on your nations statistics (apart from changing
what bonuses apply, as the ability scores of leaders dier);
reallocating roles allows you to give every player a chance
to play the role of ruler if you wish.
Step 2Claim Hexes: Each hex on the maps of the
Stolen Lands measures 12 miles across, and the PCs
kingdom must be built hex by hex. To claim a hex, you
must explore it and clear it of monsters or dangerous
hazards; the hex must also be adjacent to a hex that is
already part of the kingdom (with the exception of the rst
hex, which can be anywhere). At this point, you can claim
the hex as part of the kingdom by spending 1 BP. Increase
your kingdoms size (and thus its Consumption) by 1 for
each hex you claim. You can abandon a hex to reduce your
kingdoms Size. Doing so increases Unrest by 1 (or by 4, if
the abandoned hex contained a city).

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Alchemist

Barracks

Black
Market

Brewery

Brothel

Casters
Tower

Dump

Exotic
Craftsman

Granary

Graveyard

Herbalist

House

Inn

Jail

Library

Luxury Store

Magic Shop

Mansion

Mill

Monument

Park

Academy

Garrison

Pier

Shop

Shrine

Guildhall

Smith

Market

Stable

Tannery

Noble Villa

Temple

Tavern

Tradesman

Theater

Town Hall

Tenement

Watchtower

Arena

Castle

Cathedral

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Waterfront

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Land Water

Land Water

Land Water

Land Water
City Name

Base Value

Defense

Population

ITEMS
MINOR

MINOR

MEDIUM

MAJOR

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Step 3Establish and Improve Cities: Prepare land for


city districts and then purchase new buildings for your
kingdoms cities. The buildings adjustments to your nation
apply immediately. You can also destroy buildings at this
time in order to clear a space to build something new; if
you destroy a building, dont forget to remove its benets
from your kingdoms statistics!
Step 4Build Roads: Roads have an immediate initial
cost but over the long term can pay for the investment
handsomely. It costs 1 BP to build a road though a hex.
This cost increases to 2 BP in forests and to 4 BP in swamps
and mountains. If the road crosses a river, a bridge must be
builtthis doubles the roads cost.
Step 5: Establish Farmlands: You can develop any
grassland or hill hex that contains roads into farmlands
to help sustain your kingdoms Consumption. It costs 2
BP to designate a grassland hex as farmland and 4 BP to
designate a hill hex as farmland. You cannot build a city
on a farmland hex. Every farmland hex in your kingdom
reduces your Consumption by 2 BP.
Step 6: Edicts: Pick or adjust your edict levels (see page
55) as you wish.

INCOME PHASE
During a kingdoms Income phase, take the following
actions.
Step 1Deposits: You can add funds to a kingdoms
treasury by donating coins, gems, jewelry, weapons,
armor, magic items, and other valuables you nd while
adventuring. For every full 4,000 gp in value of the deposit,
increase your kingdoms BP by 1. Items that individually
cost more than 4,000 gp must be sold as detailed under
Step 3 below.
Step 2Withdrawals: You can also withdraw funds
from the kingdoms treasury, but doing so runs the risk
of annoying the citizens. Each time you withdraw funds,
the kingdoms Unrest increases by 1. In addition, you must
make a Loyalty check (DC = Command DC + number of
BP being withdrawn); a failure causes your kingdom to
gain Unrest equal to the total BP withdrawn. Each BP
withdrawn in this manner converts into 2,000 gp.
Step 3Sell Valuable Items: You can attempt to sell items
that cost more than 4,000 gp through your citys markets
to bolster your kingdoms Treasury; these can be items you
recover during an adventure or they can be magic items
currently held by any of your cities. To sell these items,
make an Economy check (DC 20 for minor items, DC 35 for
moderate items, and DC 50 for major items). A failed check
indicates the item doesnt sell. Success indicates that the
item sells and you can increase your kingdoms treasury
by 2 BP (for minor items), 8 BP (for moderate items), or 15
BP (for major items). You can make one Economy check per
city district during each Income phase.

Step 4Generate Income: Make an Economy check


against your Command DC at the end of your Income
phase. If youre successful, divide your result by 5
(dropping any fractions) and increase your Treasurys BP
by that amount.

EVENT PHASE
During a kingdoms Event phase, roll once on the Kingdom
Events table to determine if an event occurs. Adventurespecic kingdom events occur during this phase. Once
youve determined what kind of event occurs (if any),
simply follow the rules for each event to determine how
the event impacts the PCs kingdom or cities.
Chance of an Event: Theres a 25% chance that a random
event occurs during an Event phase. This chance increases
to 75% if no event occurred in the previous Event phase.

KINGDOM EVENTS
Listed below are numerous events that can occur during
an Event phase. Some events are listed as continuous
eventstheir eects continue through every Event phase
until the events are resolved by making the appropriate
check during an Event phase.
Harmful events can be lessened or negated with
a successful Economy, Loyalty, or Stability check, as
indicated by the event. The DC of these checks is equal to
the kingdom Command DC (20 + kingdom size).
Assassination Attempt: One of your leaders (determined
randomly) is the target of an assassination attempt. If
the target is a PC, you should play out the attempt, using
an assassin of a CR equal to the targeted PCs level + 1.
If the target is an NPC, you can simply make a Stability
check to negate the attempt. If the leader is assassinated,
the nation gains 1d6 Unrest points and immediately
suers the penalties for not having a leader in that role
until the role is lled during a subsequent Improvement
phase.
Bandit Activity (continuous): Bandits are preying upon
those who travel through your kingdom. Make a Stability
check. If you succeed, your kingdoms defenses stop the
banditry before it causes problems. If you fail, the bandits
reduce your kingdoms Treasury total by 1d6 BP (each time
you roll a 6, reroll that die and add the result to the total).
Disaster: A re, storm, earthquake, ood, sabotage, or
other disaster strikes! Roll 1d6on a result of 15, the
disaster is localized and aects only 1d4 city blocks in
one city. On a 6, the disaster is widespread and aects
1d6 city blocks in each of your kingdoms cities. Make a
Stability check for each aected city blockevery failure
results in that city blocks destruction (this Stability check
represents your kingdoms ability to prepare for or react to
the disaster as much as it represents the structures ability
to withstand damage).

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)MPROVEMENTSPER-ONTH
Kingdom Size
110
1125
2650
51100
101200
201+

New Cities

New Buildings

Hex Claims

Roads

Farmlands

1
1
1
2
3
4

1
2
5
10
20
No limit

1
2
3
4
8
12

1
2
3
4
6
8

1
1
2
2
3
4

Economic Boom: Trade is booming in your kingdom!


Increase your Treasury by 1d6 BP (each time you roll a 6,
reroll that die and add the result to the total).
Feud: Nobles in your cities are bickering. Unless you can
smooth over rued feathers with a Loyalty check, the feud
increases Unrest by 1d6.
Food Shortage: Spoilage, treachery, or simple bad luck
have resulted in a food shortage this month. If you fail a
Stability check, your Consumption is doubled during the
next Upkeep phase.
Food Surplus: Farmers produce an unexpected windfall!
Your Consumption is halved during the next Upkeep phase.
Good Weather: Good weather raises spirits and
productivity. You gain a +4 bonus on Loyalty checks until
your next Event phase.
Monster Attack (continuous): A monster (or group of
monsters) attacks the kingdompick a hex the PCs have
claimed to determine which hex the monster is active
in. You can determine the type of monster by rolling on
a wandering monster table until you get a result of CR
7 or higher. If the PCs dont set out to defeat the monster
or monsters, a Stability check removes the threat. If the
monster is not defeated, Unrest increases by 4. If your
kingdoms Unrest is 5 or higher, the hex the monster dwells
in becomes unclaimed at this time (this is in addition to
losing control of hexes during Upkeep due to high Unrest).
Natural Blessing: A natural event, such as a bloom of
rare and beautiful wildowers or good omens in the stars,
raises your kingdoms morale. You gain a +4 bonus on
Stability checks until your next Event phase.
Outstanding Success: One of your kingdoms citizens
creates an artistic masterpiece, constructs a particularly
impressive building, or otherwise brings fame to your
kingdom. You gain 1d6 BP and a +4 bonus on Economy
checks until your next Event phase. Reduce Unrest by 2.
Plague (continuous): A deadly contagion strikes your
kingdom! Choose a hex containing a city in your kingdom
this is where the plague strikes. If you control no cities,
treat this as if no event had been rolled. Otherwise, make
a Stability check to curtail the plagues spread. If you fail,
increase Unrest by 1d6 and reduce your treasury by 1d6 BP.
A plague-stricken city cannot build new structures.

+INGDOM%VENTS
d%

Event

13
412
1319
2024
2529
3032
3339
4044
4549
5054
5561
6264
6567
6877
7885
8692
93100

Assassination Attempt
Bandit Activity
Disaster
Economic Boom
Feud
Food Shortage
Food Surplus
Good Weather
Monster Attack
Natural Blessing
Outstanding Success
Plague
Political Calm
Public Scandal
Sensational Crime
New Vassals
Visiting Celebrity

Political Calm: A sudden absence of political


machinations coincides with an increase in public
approval. Reduce Unrest by 6.
Public Scandal: One of your leaders is implicated in
a crime or an embarrassing situation, such as an aair
with another leaders spouse. If you fail a Loyalty check,
increase Unrest by 2 and suer a 4 penalty on all Loyalty
checks until your next Event phase.
Sensational Crime (continuous): A serial killer, arsonist,
amboyant thief, or daring bandit plagues your kingdom.
Make a Stability check to catch the criminal; otherwise
increase Unrest by 2.
New Vassals: A small group of indigenous creatures
joins your kingdom and submits to your rule. Reduce
Unrest by 2 and gain 1d6 BP (each time you roll a 6, reroll
that die and add the result to the total).
Visiting Celebrity: A celebrity from elsewhere on Golarion
visits your kingdom, causing a sudden inux of visitors
and spending. Increase the Treasury by 2d6 BP (each time
you roll a 6, reroll that die and add its results to the total).



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